30 Years Of Dungeons And Dragons
vasqzr writes "CNN has a story about Dungeons and Dragons celebrating its 30th birthday. 'An estimated 25,000 fans in 1,200 stores celebrated the anniversary Saturday, said Charles Ryan, brand manager for role-playing games at Wizards of the Coast, a Renton, Washington, company that owns Dungeons & Dragons.'"
D&D is such a great game. I would like to thank Ed Greenwood for his wonderful contributions to the game in the form of the Forgotten Realms. Truly inspirational work this stuff is, or at least was. But sadly TSR has gone downhill since being eaten by the WoSC group, who used to just make a bunch of playing cards. Before you all pipe in and tell me to shut the hell up (because 3rd gen r00lz), I'll have you know that any time a module presents NINE 10th level fighters together as a battle, like in the Ravenloft adventures in and around Bluetspur, you have to ask if the depth of the game has been replaced by the stats that go with it. The answer has to be that the game has indeed shifted from a game of detailed and rich storytelling, such as with Ed Greenwood's additions, to a game of character advancement by hacking and slashing monsters, and people.
I'm sorry but TSR jumped the shark with Ravenloft, not to mention Spell Jamming.
The dangers of knowledge trigger emotional distress in human beings.
I've seen sailors in the USN play D&D, lawyers play D&D, children play D&D with their parents. I've seen sysadmins play, financial advisors play, even a high school teacher or two.
D&D has left the basement rec room geek nirvana of the early '80s and gone elsewhere, as the article (barely) alluded to.
Back in the Middle Ages (the 1980s) I had a group of about ten people, male and female playing regularly. We played one dungeon for about four months and it was then that I started allowing everyone to keep their characters and started reading history in order to accomodate their increasing character strengths and abilities.
We were also playing games on Apple ][ computers...
Sadly, I moved out of the area we were playing in to accept a job where I have now lived for 20 years. Last I heard the group still met, though once monthly. One of the girls in our group married one of the boys (they were well-suited for each other even though I always thought their characters took out their relationship frustrations on each other) and they now have two children.
"So, Daddy, how did you meet mommy?"
"Actually, she cast a spell that felled an orc that was just about to kill me."
Another one of the girls married, then divorced one of the boys -- then married another boy from the group. They have no children, which is probably a good thing if my memory about their temperment serves me
"So how did you two meet, anyway?"
"I was married to one knight when he came in and swept me off my feet and onto his white charger, while fighting off an underworld demon. I cast a spell of enchantment on him and the rest is history."
Funny thing is, I'm still unmarried.
"Sincere, erudite dungeonmaster seeks....
Gods don't kill people, people with gods kill people.
D&D really was one of those rare cases of something "new". Before the net was popular, it was a great tool for social networking for geeks. Every tech job I've ever had came not from my experience or my education, but from contacts made over the years around gaming tables.
Alas, it's a also a good example of how success is measured differently between sellers and consumers. D&D never really went into decline around here, but once you own the main rule books and some dice, you don't _need_ anything else and so game stores moved more heavily into card games where the profits were.
The d20 licensing scheme is very, very cool, although I have to admit that I still don't quite trust TSR/Wizards/Hasbro (their first reaction to the net was similar to the RIAA but then after an initial fan-relations-disaster they changed their tune and actually made an effort to reach out to the fans and address legitimate need to be able to share).
It's interesting watching a second generation of gamers start to grow up (and yes, there is a large and healthy population of them). They don't have to be saddled with as much of the "it's evil!" baggage (it's still out there, but weakened as the geek have inherited the earth)